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  #24926    
Old May 11th, 2013, 04:18 AM
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Quote:
Originally Posted by nalacar View Post
Hopefully someone can answer this as I cannot find it anywhere.

Is it possible to set a trainers pokemon to a variable rather than a predetermined pokemon? (set their pokemon to pre-set variable named 'poke' rather than '0x06').

I am trying to create a script which will allow the player to give another trainer his/her pokemon and then battle them and return their pokemon afterwards.
Not without significant ASM hacks, no. I've only seen one such application of what you want, and it's in the trainer house in Viridian City in Liquid Crystal.

Quote:
Originally Posted by horcruxrocks View Post
Now the problem is that when i first go frm littletown downwards to go into that new map it just directly goes i mean there is no house or something that comes when we go from one city to another.So how to solve that.Here are the map connection settings of 1st and 2nd map respectively.
If you want a gatehouse, you need to map one and add all the events to it, including the warps. Why on earth would a connection type be a gatehouse?

Quote:
Spoiler:



Why are these grey tiles coming?Whats wrong

Here's my map in A-Map
Spoiler:


You need to assign border tiles to the map. Look in the top right corner of the mapping screen, and you will see a little black box asking for border tiles. Simply select the tiles you want to use and click in the border tiles box.

Quote:
Moreover suppose i created a map with name Rose Valley and then i inserted it.
It is registered as 0.57 but the problem is that the name of the LITTLEROOT TOWN is copied to my map's name and when i change it's name then the name of LITTLEROOT also changes.
Instead of renaming in the renaming box, click the drop down menu which is right beside it (on the left) and simply select your map name from it.
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  #24927    
Old May 11th, 2013, 04:55 AM
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So sorry but I can't be .. Well let me just say I don't favor looking though all the pages to see if this has been asked, but let us say if I wanted to go down the road of stripping a complete ROM of Fire Red down to the basics as in remove all scripts through advance map make sure nothing works what so ever and redesign all the maps add my own XSE scripts and battles.

I understand how to make XSE scripts I have a few tuts and this amazing community I am just wondering would it really work since I could set my own flags and everything I need, but the only question is how would I set the gym badge flags in XSE.
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  #24928    
Old May 11th, 2013, 05:27 AM
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Quote:
Originally Posted by T3h Reaper View Post
So sorry but I can't be .. Well let me just say I don't favor looking though all the pages to see if this has been asked, but let us say if I wanted to go down the road of stripping a complete ROM of Fire Red down to the basics as in remove all scripts through advance map make sure nothing works what so ever and redesign all the maps add my own XSE scripts and battles.

I understand how to make XSE scripts I have a few tuts and this amazing community I am just wondering would it really work since I could set my own flags and everything I need, but the only question is how would I set the gym badge flags in XSE.
You do know there is a search button at the top of the page, right? That is what it means when it says "Search before asking questions".

These are your flags:
http://www.pokecommunity.com/showpos...&postcount=158

Opem up the full findings spoiler. This will tell you everything known about every flag in FireRed and what it does. At 800, you will start to see flags that affect the game such as giving badges, accessing the pokemon menu, and giving the pokedex.

Quote:
Originally Posted by Golden Warrior View Post
I can't find an answer to this so I'll ask here.

Everytime I try to open my game in Advanced IntroEd , I get this: 'Runtime Error 380': Invalid Property Value. This was a Ruby (AXVE) rom. All I want to do is remove the opening truck ASM. So is there some way to fix the error or remove the ASM without the tool?

Thanks in advance.
IntroEd is FR only. You need Truck Remover to remove the truck sequence.
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Last edited by karatekid552; May 11th, 2013 at 05:29 AM. Reason: Your double post has been automatically merged.
  #24929    
Old May 11th, 2013, 05:38 AM
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Quote:
Originally Posted by karatekid552 View Post
IntroEd is FR only. You need Truck Remover to remove the truck sequence.
Ah, well, I already got it working on a clean rom for Ruby, so I was able to remove the sequence. Thanks though.

Although, is there a way to remove the Pokemon coming out in the intro, or is that impossible? (I mean the Pokemon that comes out of the ball when Birch says: "This is what we call a Pokemon")
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  #24930    
Old May 11th, 2013, 05:41 AM
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Quote:
Originally Posted by Golden Warrior View Post
Ah, well, I already got it working on a clean rom for Ruby, so I was able to remove the sequence. Thanks though.

Although, is there a way to remove the Pokemon coming out in the intro, or is that impossible? (I mean the Pokemon that comes out of the ball when Birch says: "This is what we call a Pokemon")
If I remember correctly, the intro is a mix of ASM and scripting, so it would be tough to remove, but not impossible if you know what you are doing.
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  #24931    
Old May 11th, 2013, 12:39 PM
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Alright, I searched and it doesn't look like this has been asked.
I have a VisualBoyAdvance and a Mac OS X 10.7.5.
I can play GBA ROMs just fine on my VBA, but for some reason, whenever I try to open a GBC ROM, instead of playing like a GBA ROM would, the screen goes purple and only shows a small portion of the actual screen you would see if you're playing it on a GameBoyColor.
Does anybody know how to fix this? Help!
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  #24932    
Old May 11th, 2013, 03:43 PM
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How could I make it so showpokepic (FR) doesn't play the cry?
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  #24933    
Old May 11th, 2013, 06:17 PM
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Quote:
Originally Posted by gogojjtech View Post
How could I make it so showpokepic (FR) doesn't play the cry?
I think you'll have to use Assembly.

Or you could copy the data from the routine, overwrite the 'cry' byte, and call that instead of the regular showpokepic.

But I know you know that.
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  #24934    
Old May 11th, 2013, 06:50 PM
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Ok, another truck related question. I have the map I want the intro map to be and the truck animation successfully removed, but there are three tiles that are messed up from when the truck didn't move.



I tried to use a maptile script to change them to what they should be, but it doesn't work. Any fix for this?
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Last edited by Golden Warrior; May 11th, 2013 at 06:56 PM.
  #24935    
Old May 11th, 2013, 07:10 PM
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Quote:
Originally Posted by Golden Warrior View Post
Ok, another truck related question. I have the map I want the intro map to be and the truck animation successfully removed, but there are three tiles that are messed up from when the truck didn't move.



I tried to use a maptile script to change them to what they should be, but it doesn't work. Any fix for this?
I don't know much about those tiles or why they won't change, but I do know you can change the starting map with SMCA.
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  #24936    
Old May 11th, 2013, 07:32 PM
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Quote:
Originally Posted by karatekid552 View Post
I don't know much about those tiles or why they won't change, but I do know you can change the starting map with SMCA.
Well, that's the thing. I did that. That is a different map completely, but the tiles remain. Ah, well, I'll think of something.
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  #24937    
Old May 11th, 2013, 08:00 PM
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As soon as the truck stops moving; a script that sets tiles gets activated. I'm certain this is an in-built or a header script; but since you say that you used a completely new map, I'm guessing it's an inbuilt thing. Just in case though, look at the header script.

What I suggest though is, you move the whole map down, so that the buggish tiles aren't seen. Or move it left or right. Try it.
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  #24938    
Old May 12th, 2013, 01:29 AM
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You can change the starting map with SMCA, thats right..
But the truck script is something internal in the ROM, that starts after the intro.

To "remove" (in fact its bypass) it, you must make a map-script that contains:

XSE 1.0.0
Code:
warp2 0xBank 0xMap 0xFF 0xX 0xY
XSE 1.1.1
Code:
warpmuted 0xBank 0xMap 0xFF 0xX 0xY
In this case you will be warped without any sound or animation.

I wonder why there is not existing a tut on PC..
  #24939    
Old May 12th, 2013, 01:32 AM
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Quote:
Originally Posted by Golden Warrior View Post
Ok, another truck related question. I have the map I want the intro map to be and the truck animation successfully removed, but there are three tiles that are messed up from when the truck didn't move.



I tried to use a maptile script to change them to what they should be, but it doesn't work. Any fix for this?
Just open the tileset where these tiles are and move them in the tileset to another place.
after this reinsert them into other clocks, and look if that works.
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  #24940    
Old May 12th, 2013, 03:14 PM
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Thanks for all the answers on this, I won't need anymore, I'm going to try moving the map, although a warp should work too, I'll try both. Again, thanks allot!

EDIT: I used the muted warp and it worked perfectly. Thanks allot! Things should go smoothly from here.
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Last edited by Golden Warrior; May 12th, 2013 at 03:32 PM.
  #24941    
Old May 12th, 2013, 04:34 PM
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I have searched this thread and scoured the internet to no avail, and since I am on the verge of burning my face off in frustration, I am going to ask.

1. How does one change the substitute sprites in Platinum Version?

2. How would I change the sprites for both of Giratina's Formes, not just its Altered Forme, in Platinum? PokeDSPic only shows the Altered Forme.

3. In regards to changing icons in Gen IV (specifically Platinum), I have succeeded in changing the sprites with a modified PokeDSPic, but the palette is wrong. How do I choose which palette to use for icons in Platinum?

I realize these are probably noobish questions, but I am rather green in Gen IV hacking and I am about to ragequit and cry in a corner. Help, please. ;A;
  #24942    
Old May 12th, 2013, 04:34 PM
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Hey guys! Is it possible to make gender based flight positions in FR? Thanks!

~robin22gongon
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  #24943    
Old May 12th, 2013, 05:05 PM
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What type of commands would you use to create a script where
-youd have a person instantly come into the room at the begining of the game and talk
-have someone walk up to you give an item/pokemon or battle
-have the player walk to a position and have a group conversation then a battle
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  #24944    
Old May 12th, 2013, 05:15 PM
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Quote:
Originally Posted by The Legacy of The Legends Creator :D View Post
What type of commands would you use to create a script where
-youd have a person instantly come into the room at the begining of the game and talk
-have someone walk up to you give an item/pokemon or battle
-have the player walk to a position and have a group conversation then a battle
1) Showsprite command, then the applymovement on the sprite, then msgbox

2) applymovement then givepokemon/giveitem or trainerbattle

3) applymovement, bunch of msgboxs, then trainerbattle
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  #24945    
Old May 12th, 2013, 05:26 PM
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what would be the amount of space needed for the ofssets
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C: creating a Hack "Pokemon Nightmare Version" There will be a Pokemon Dream as a sequel! A thread will be put up :D


To be changed to Terror!
Ive been let aware of a Pokemon Nightmare Hack being released already, i waited to long, and i checked it out and it looks really cool
I wanted to keep a connection to Nightmare, so i thought of Night Terrors, and kept Terror!

Currently in Design Stage, will be begin to code in around a month!
Pokemon Dream will be the sequel and made Somewhat after.
  #24946    
Old May 12th, 2013, 05:45 PM
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What happens if I push it?....
 
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Quote:
Originally Posted by The Legacy of The Legends Creator :D View Post
what would be the amount of space needed for the ofssets
Depends on how far they have to walk and how long your text is. Just do it dynamicly, XSE can take care of the size and placement.
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  #24947    
Old May 13th, 2013, 02:52 AM
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I have two questions for a FireRed hack:

1. Does this method make any future Mew caught in the wild obedient by default? If not, how can I do that?
2. Is there a way to make Pokémons that evolve by trade, evolve by level without YAPE (I can't use it because I have a v1.1)? If so, how?

Thanks in advance.
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Last edited by LusoTrainer; May 13th, 2013 at 04:26 AM.
  #24948    
Old May 13th, 2013, 02:59 AM
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What happens if I push it?....
 
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Quote:
Originally Posted by LusoTrainer View Post
I have two questions for a FireRed hack:

1. Does this method make any future Mew caught in the wild obedient by default? If not, how can I do that?
2. Is there a way to make Pokémons that evolve by trade, evolve by level without YAPE (I can't use it because I have a v1.1)? If so, how?

Thanks in advance.
1) I have no idea. Why not test it out?

2) PGE by Gamer202 might work, but you will find that v1.1 of FireRed is far more uncommon and less supported. I suggest switching to v1.0 before putting in too much work.
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  #24949    
Old May 13th, 2013, 03:23 AM
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Quote:
Originally Posted by robin22gongon View Post
Hey guys! Is it possible to make gender based flight positions in FR? Thanks!

~robin22gongon
Wouldn't something like checkgender and then setflyingposition suffice?
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  #24950    
Old May 13th, 2013, 03:38 AM
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Quote:
Originally Posted by Ash493 View Post
Wouldn't something like checkgender and then setflyingposition suffice?
Exactly. It works in Ruby, but you can't be sure about FireRed. Although I think so.
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